﻿//using System;
//using System.Collections.Generic;
//using System.Linq;
//using Microsoft.Xna.Framework;
//using Microsoft.Xna.Framework.Audio;
//using Microsoft.Xna.Framework.Content;
//using Microsoft.Xna.Framework.GamerServices;
//using Microsoft.Xna.Framework.Graphics;
//using Microsoft.Xna.Framework.Input;
//using Microsoft.Xna.Framework.Media;


//namespace MyImaginaryFriends_Redux.Screens.GamePlayScreen_Classes
//{
//    enum EnemyType
//    {
//        knife = 1,
//    }

//    class EnemyHandler
//    {
//        //list of enemies.

//        List<EnemyEntity> Enemies = new List<EnemyEntity>();

//        // this class'll handle all spawning for all enemies dynamically, so we don't have to do it in the gameplayscreen class.

//        //here we go...

//        //Dictionary<string, vector2> will change to Dictionary<int, vector2>
//        //this class will load enemies added through a count of Dictionary<int, vector2>.Count
//        //load all enemies(one type for now) based on which region is currently loaded.
//        //update all enemies.
//        //draw all enemies.


//        public EnemyHandler()
//        {
//            //construct and init
//        }

//        public void LoadContent(ContentManager content, TileMap_Colliding collisionMap)
//        {
//            //load all enemies, grab the list of enemies from the collision map.
//            for (int i = 0; i < collisionMap.EnemySpawnPoints.Count; i++)
//            {
//                Enemies.Add(new EnemyEntity());
                
//            }

//            foreach (EnemyEntity enemy in Enemies)
//            {
//                for (int i = 0; i < collisionMap.EnemySpawnPointEnemyType.Count; i++)
//                {
//                    enemy.LoadContent(content, collisionMap.GetEnemySpawnPointType(i + 1));
//                }
//                for (int i = 0; i < collisionMap.EnemySpawnPoints.Count; i++)
//                {
//                    enemy.Spawn(collisionMap.GetEnemySpawnPoint(i + 1));
//                }
//            }
           
//        }

//        public void Update(GameTime gameTime, TileMap_Colliding collisionMap)
//        {
//            //update all enemies on the map.
//            foreach (EnemyEntity enemy in Enemies)
//            {
//                enemy.Update(gameTime, collisionMap);
//            }
//        }

//        public void Draw(SpriteBatch spriteBatch)
//        {
//            //draw all enemies on the map.
//            foreach (EnemyEntity enemy in Enemies)
//                enemy.Draw(spriteBatch);
//        }
        
        
//        //for the spawn code:
//        //

        

//    }
//}
